Bernhard Kerbl retweeted
๐ข๐ข๐ข ๐๐ฉ๐ก๐๐ซ๐ข๐๐๐ฅ ๐๐จ๐ซ๐จ๐ง๐จ๐ข: directional appearance as a differentiable partition of the sphere
โย Project: sphericalvoronoi.github.io
โย Paper: arxiv.org/abs/2512.14180
โย Colab: tinyurl.com/spherical-voronoโฆ
Project led by ๐
๐ซ๐๐ง๐๐๐ฌ๐๐จ ๐๐ข ๐๐๐ซ๐ข๐จ (graduating!)
Bernhard Kerbl retweeted
Introducing Generative View Stitching (GVS), a non-autoregressive sampling method for length extrapolation of video diffusion models. GVS enables collision-free camera-guided video generation for predefined trajectories, including Oscar Reutersvรคrd's Impossible Staircase (1/9).
Bernhard Kerbl retweeted
Checkout our new SIGGRAPH Asia 2025 paper: repo-sam.inria.fr/nerphys/edโฆ. For more details see linkedin.com/posts/george-drโฆ
Bernhard Kerbl retweeted
๐ข๐ข๐ข ๐๐ซ๐ข๐๐ง๐ ๐ฅ๐ ๐๐ฉ๐ฅ๐๐ญ๐ญ๐ข๐ง๐ +: ๐๐ข๐๐๐๐ซ๐๐ง๐ญ๐ข๐๐๐ฅ๐ ๐๐๐ง๐๐๐ซ๐ข๐ง๐ ๐ฐ๐ข๐ญ๐ก ๐๐ฉ๐๐ช๐ฎ๐ ๐๐ซ๐ข๐๐ง๐ ๐ฅ๐๐ฌ.
โ Project: trianglesplatting2.github.io
โ ArXiv: arxiv.org/pdf/2509.25122
โย โ ๏ธCode released on October 8th
Bernhard Kerbl retweeted
We are very excited to announce our work "On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images", to be presented at #SIGGRAPH2025!
Learn more: repo-sam.inria.fr/nerphys/onโฆ
1/3
Bernhard Kerbl retweeted
StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting
Abstract:
3D Gaussian splatting (3DGS) is a popular radiance field method with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats followed by rasterizing in primitive order. This ensures correct alpha compositing but can cause rendering artifacts due to built-in approximations.
Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, counter-intuitively, rendering a lower-resolution image is not necessarily faster.
In this work, we address these limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting and allows for accurate 3D blending of overlapping Gaussians.
The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.
Bernhard Kerbl retweeted
This project blew my mind! It looks just as good as 3DGS but it has no per-scene optimization or reconstruction. Every frame is generated *from scratch* and it nevertheless runs in real-time. quark-3d.github.io/
Bernhard Kerbl retweeted
Here is our shot at reducing artifacts in 3D Gaussian splat rendering.
Paper: arxiv.org/abs/2410.08129
Website: fhahlbohm.github.io/htgs/
Code: Planned, but timeline still unknown
More info in the thread below.
Bernhard Kerbl retweeted
Our latest work to increase multi-view coherence in 3D Gaussian Splatting using Hybrid Transparency:
- Perspective-correct (no affine approximation) and without matrix inversions
- Per-pixel sorted (no popping) for the K-nearest fragments
~2x faster than 3DGS
Led by @fhahlbohm
Here is our shot at reducing artifacts in 3D Gaussian splat rendering.
Paper: arxiv.org/abs/2410.08129
Website: fhahlbohm.github.io/htgs/
Code: Planned, but timeline still unknown
More info in the thread below.
Bernhard Kerbl retweeted
I just released a Slang.D implementation of 3D Gaussian Splatting renderer.
This will allow researchers to write 3DGS papers even faster (sigh!) since there is no backward pass!
You can trivially change the forward pass like you would do on PyTorch!
github.com/google/slang-gausโฆ
Bernhard Kerbl retweeted
โก Ray Tracing + 3D Gaussians = New Possibilities!
Gaussian splatting is limited by rasterizationโour #SIGGRAPHAsia2024 paper shows how to ray trace instead, enabling reflections, shadows, fisheye cameras, and more. The most important (and hardest!) part is making it fast. (1/N)
Bernhard Kerbl retweeted
RaDe-GS: Rasterizing Depth in Gaussian Splatting
arxiv.org/abs/2406.01467
Project: baowenz.github.io/radegs/
Method โฌ๏ธ 1 | 2
Bernhard Kerbl retweeted
Time to share our #SIGGRAPH2024 paper "N-Dimensional Gaussians for Fitting of High Dimensional Functions"!
We show that N-Dimensional Gaussian mixtures can be optimized to handle high dimensional inputs like MLPs with a fraction of the training times.
sdiolatz.info/ndg-fitting/
Bernhard Kerbl retweeted
๐ข๐ข๐ข 3D Gaussian Splatting brought you real-time rendering, but at slightly lower PSNR compared to mipNeRF360... ๐๐ฌ ๐จ๐ ๐ญ๐จ๐๐๐ฒ, ๐ญ๐ก๐๐ญ ๐ข๐ฌ ๐ง๐จ ๐ฅ๐จ๐ง๐ ๐๐ซ ๐ญ๐ซ๐ฎ๐.
Introducing "3D Gaussian Splatting as
Markov Chain Monte Carlo" arxiv.org/abs/2404.09591
Bernhard Kerbl retweeted
TRIPS code released ๐
Congrats @_linus_franke looking forward to testing!
github.com/lfranke/TRIPS
Bernhard Kerbl retweeted
We just finished a joint code release for CamP (camp-nerf.github.io/) and Zip-NeRF (jonbarron.info/zipnerf/). As far as I know, this code is SOTA in terms of image quality (but not speed) among all the radiance field techniques out there. Have fun! github.com/jonbarron/camp_ziโฆ
Bernhard Kerbl retweeted
HPG2021 is right around the corner! Don't miss out on great content.
You can find the complete program here highperformancegraphics.org/โฆ
We offer both free and premium registration.
If you haven't registered yet, please do so here highperformancegraphics.org/โฆ






















